>>6051505>>6051508The sun is setting now, first the first time in an hour you feel slightly refreshed, though in the moment you can't name the sensation. The sun passes behind a building, and the effects of the beating sunlight are alleviated.
[You get a +1 to success roll ranges]
FIREWORKS Explode in the distance, Drawing away half the ghouls, and Distracting the ones fresh enough to still hear or see.
[Kill success range gains +2]
>[Important][6 of the 13 active ghouls, and 5 of the 9 approaching ghouls are unable to attack for the next turn. This makes the active ones Sitting Ducks. Ghouls and opponents which are Sitting Ducks can be killed with much easier Sucker Punch attack rolls] 1-9 Pass, 0=Fail
Meanwhile the Merchant is driving carefully but angrily towards the wrecked Truck, intending to push it out of the way, and honks his horn alerting you and the survivors to clear away.
[My forth to last digit states how many ghouls the Merchant runs over in pushing the truck wreck.]
[My 3rd and 2nd to last digit determine how many ghouls the Sentries kill, including +2] 1-7 Pass, 8-0 Fail
[My final digit determines if something good happens] 1-5 pass, 6-0 fail
[You have 3 actions]
Do you focus, draw a weapon/reload, fight, distract, or Sucker Punch?
[Focusing, buffs subsequent Success rolls to gain +1 this round. Focus can also be repeated, and grants it's buff automatically, and additively to other buffs]
[To Sucker Punch requires a loaded or drawn weapon. Sucker Punches always have the same success rate] 1-9 Pass, 0 Fail
[Distracting buffs the Sentries kill range +1 per distraction]
General: 1-4 pass, 5-0 fail
Fight [requires weapon] 1-6 Pass, 7-0 Fail
[Due to the active distraction, no new ghouls can be drawn this round]